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| Weapons!!! |
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Derezo
Member #1,666
April 2001
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Yeah, that's more along the lines I'm talking about too X-G. Just not good at picking them out, because I usually don't play those games long. SC: The ogre thing was a small example. An ogre carrying a battle axe would be just as realistic, or an ogre carrying a sword, no weapon at all, or what have you. What wouldn't be "realistic" is if the ogre was carrying a bag of candy, or if he had an attack called 'Kiss The Hero'.. I don't really like the thought of ordinary human heroes defeating huge monsters and things with ordinary weapons. Not very realistic either. That's usually why magic, powers and races get involved. SC said: As long as the player has fun
I think some realism is important to have fun. I don't play games to sit and 'play games'. I want to get out of this reality thing I'm stuck in. If it's sitting there screaming "I'M A GAME YOU MORON!" at the top of it's lungs, it's just not giving me what I want. "He who controls the stuffing controls the Universe" |
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piccolo
Member #3,163
January 2003
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everything you all said ties-into and depends on the type of monster leveling system you pick whether if it's the system where you dived your map up into chunks and have certain level monsters in each area or you feed you player monsters to keep he/she at a certain level or have the monsters levels go up with the hero player level or the group average level edit: and monsters can eat gold you know or eat people who have gold on them wow |
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X-G
Member #856
December 2000
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Basically, one should think this way: If a certain feature is not fun for the player, don't include it. If you can rationalize to add more fun, then do so. But try to keep your limits. Oh, and regarding ogres and swords; Using a sword requires finesse and skill, which ogres (big, bulky things with limited brainpower and agility) tend to lack. A club, an axe, or a warhammer requires much less finesse, so it's pretty realistic for an ogre to be wielding one of those; it's basically just smash-them-over-the-head-as-hard-as-you-can. -- |
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piccolo
Member #3,163
January 2003
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don't just go by your definition of fun let other people play your game what is/isnot "fun" is and will be different for other people wow |
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X-G
Member #856
December 2000
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That's why testing and feedback is important. -- |
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Korval
Member #1,538
September 2001
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Quote: I assumed that if you had played such games, you'd know that this is not the fundamental difference. That doesn't make your assumption any less wrong. OK, so let's look at Chrono Trigger. Is there really a difference between Crono and Marle? Well, Crono uses swords and Thunder Magic. Marle uses Cross-bows and Water/Ice Magic. Outside of those details, (and the fact that Marle does less damage with Fight than Crono), they're basically the same. They both eat up resources. They are both MageWarriors. Contrast this with FF2e. Kain is a Dragoon. He can Fight or perform a Jump attack. He can keep doing these things forever. He is very different from Rydia, whose fighting skills aren't worth bothering with. However, she can lay waste to vast hordes. Of course, this consumes magic, which is not unlimitted. The notion of who consumes resources and who doesn't is a fundamental divide. If everybody consumes resources, then you play everybody the exact same way. However, if some consume resources, and some don't, then you change how you play based on the battle. In FF2e, you rely more on your fighter-type characters in normal combat than your wizards. And, even then, your wizards tend to be using whatever weapons they have rather than casting precious spells. In boss fights, that changes; you go full-burn on your wizards and have your fighters stand in reserve (to heal your wizards). Contrast this with FF3e. Essentially, everybody can learn magic. Therefore, the pool of resources is huge. You burn magic whenever you feel like it (when an enemy has an elemental affiliation). You do this because your party of 4 is not likely to run short of magic before you get to a place where you can Tent or otherwise recover magic. If everybody does the same job, then the entire point of having different characters evaporates; you may as well have 4 characters that are all the same. Quote: Finding an ancient weapon is an example, since chances are pretty bad that it's yoou who will find it... in fact chances are bad that it's still there in the first place. Someone finds it. You're playing the part of the character that does. But this doesn't explain why collecting weapons is fun. Quote: All this is not realistic. But you don't play games to simulate reality. You play games to have fun. Why is any of what you have listed fun? I don't like these conventions, and they don't have to be used. Defending lazy design on the basis of, "It's fun!" without providing any evidence of this "fun" is bad form. Quote: The idea was that you said that if all classes eat some sort of resources, or if no class eats resources all characters will be alike. So tell me, what is the difference between Crono and Marle? Besides details like, "Crono is better against creature X?" Do they get used any differently? No; they both cast magic and consume the MP resource. If Crono didn't consume magic, then they would be two characters that are played and used in entirely different fashions. In this case, the choice of one over the other is, "Do I need more damage-over-time or more instantaneous damage, but resource consuming?" Oh, the two characters, in terms of plot, look, etc. are different, but in the terms of a combat system, they're virtually identical. Quote: No. She would still be a caller. Just a caller with a different hobby. But does it fit the character's personality? Rydia's "character class" (whether it's an explicit name or an implicit grouping of skills) is more than just something attached to the character; it is a part of who she is. And a big one at that. She's pretty hardcore about being a Caller; for her to spend any time not "leveling up" (once again, whether it is an explicit class or implicit skills) in Caller would be an anathema to her personality. As such, allowing the player to do this would be destroying who she is. She becomes, "Just another piece of clay" or set of Lego blocks for the player to play with. Quote: I hope she has some other traits as well. Maybe she even has some sort of background story, motivations? Yes, but none of that matters in combat. We are talking about combat abilities, after all. In combat, what makes her unique is that she has White Magic and can effectively use arrows (thus allowing her to do damage from the back row effectively). Quote: If it's just there because it is, I'd say that this ability was just a hack to increase her usefulness in the game. It may very well be just a hack they added in to make her more useful. And, as I pointed out before (which, I noticed, you ignored completely), having a "choose-your-own-character" system is very dangerous, as well as destroys the differences between characters. After all, if Character A could have been what Character B is now, what makes Character A important (outside of plot points revolving around A)? Quote: I was talking about a skill based system, not a class based one Whether you have clearly-defined classes or not, the statement is still true; if you screw up even slightly in the design, you're screwed. Quote: But even within a class based system you should be able to choose different paths, like the school of magic one prefers most, if one likes to fight if one or two weapons, ranged or melee weapons, prefers stealth or brute force, etc. That's part of a character's personality. Unless you're willing to swap pages of dialog based solely on an arbiturary choice of each member of the party (and potentially, subquests and main-story quests), then the character's personality as shown in plot moments will not be the same as that revealed by the character's choice of skills/class. And, of course, doing all that work has little appreciable gain; the player won't really appreciate it, and it does little to make the game more interesting. Quote: What you do is to hardcode quests / subquests based on certain classes. No, what I'm doing is telling a story. A story involves people. That the main character used the Vorpal LongSword +5 or the +2 Dancing Thundering LongSword is unimportant; therefore, the player can swap weapons as provided. If the plot requires that he uses the newly-forged +12 Hackmaster Sword of Doom, then the player either doesn't get a choice, or he will not be able to win/progress without using this sword. In a story, a character that has been a swordsman all his life doesn't suddenly take up wizardry; he doesn't have the patience or the know-how. If he's been using a short-sword since he first learned how to fight, then he's not going to suddenly switch to using a 2-handed GreatSword, even if it is the Sword of Ultimate Power (OK, for that, he might decide to switch). The point is, if you're making a story, you don't want the player to be able to interfere in the story. You want to have the character's personalities, as defined in the story, be the basis of their skills. You want the story to proceed along the guidelines that you write when you wrote the story. If you wrote a story that allows branching, fine. If you wrote a linear one, that's fine too. The point is, the story is what matters. Quote: But IMO these skill make the difference between Strategy games with cut scenes and rpg. Because Intelligence and Charisma based skills really make up your character NWN desperately tried to make Intelligence and Charisma matter, but it just didn't work out. Certainly, they didn't matter one way or another to the story. Besides, I much prefer "Strategy games with cut scenes" like FF2e to "RPG's" like NWN. Quote: I find it annoying how many games do the same thing over without adding any creative spin to it. That's the fundamental idea. It's just lazy design to accept some convention (like arbiturary stuff found in various places where it doesn't belong) just because that's the convention for avoiding Reality Issue X. If you can't make Reality Issue X fun, then at the very least, you could try to use a different convention for Reality Issue X. Take Earthbound, for example. Killing monsters didn't get you money, per se. You got money by going to an ATM machine, and finding out that your Dad had added more to your account. Granted, this money is added in proportion to the number and type of monsters you have slain since the last time you were there. But, the point is that you can work around un-fun reality issues without resorting to the same old tricks. Quote: It's also realistic to break your bones when you jump too far, and it's realistic to have your gun jam if you don't do proper maintenance or swim around a lot with it - it's also realistic to be able to sustain about one goot sword slash before you are incapacitated and mortally wounded, et cetera ... Many games cause you to take fall damage. It may not quite be physically precise, but the damage is there. Some people would dearly love to have gun maintenance/jamming be a part of Planetside. And Bushido Blade was, apparently, successful enough with it's more realistic approach to sword damage to warrent a sequel. The point is that many people find these kinds of things to be fun and enjoyable. Just because you aren't one of them doesn't mean that there is no fun to realism. Quote: Let's not forget the fact that RPG characters never have to eat, sleep, go to the bathroom, etc ... Watch TV, read books, go to a movie. What you will find is that characters are never visibly shown eating, sleeping, or going through any of these kinds of routine things unless it is important to the story. Quote: One might look at the "animals carrying gold" thing as a rationalization of selling pelts, etc - if there's no extra use for a polar bear pelt, the only thing the player would do with it was sell it anyway. Less realism, more fun. It's not so much "more fun", but that you're cutting out the very boring middle man. It's not "more fun" as "less boring". Quote: don't just go by your definition of fun let other people play your game what is/isnot "fun" is and will be different for other people I make games for other people as part of my job. When I'm doing it on my time, I make the games that I want to make. |
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X-G
Member #856
December 2000
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Quote: Watch TV, read books, go to a movie. What you will find is that characters are never visibly shown eating, sleeping, or going through any of these kinds of routine things unless it is important to the story. I know, and that's my point; no one cares about that stuff, because it's boring. The same should go for less obvious things. Quote: It's not so much "more fun", but that you're cutting out the very boring middle man. It's not "more fun" as "less boring".
If we have a scale that goes from "Boring" at one end and "Fun" on the other, it's higher on that scale, okay? -- |
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spellcaster
Member #1,493
September 2001
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Quote: The notion of who consumes resources and who doesn't is a fundamental divide. If everybody consumes resources, then you play everybody the exact same way. However, if some consume resources, and some don't, then you change how you play based on the battle
If you say so. Quote: Is there really a difference between Crono and Marle?
Let's assume that these two characters play the same way. That's just a problem with the way this game handles that. It doesn't mean two characters can't be very different even if they both eat resources. Quote: But this doesn't explain why collecting weapons is fun.
Because we humans are collectors. We have always been. We also like to show-off with our little toys (wow, I've a +4 sword... nice). Quote: But does it fit the character's personality?7
Sure. It's my character. If I play a roleplaying game I should be the one in control. Quote: Yes, but none of that matters in combat. We are talking about combat abilities, after all.
Nope. Quote: And, as I pointed out before (which, I noticed, you ignored completely), having a "choose-your-own-character" system is very dangerous, as well as destroys the differences between characters. After all, if Character A could have been what Character B is now, what makes Character A important (outside of plot points revolving around A)?
Dangerous? Why that? And even if he wants to create a group of similar chars - no problem. That's the choice of the player. Quote: Besides, I much prefer "Strategy games with cut scenes" like FF2e to "RPG's" like NWN.
Great. Then play strategy games. Code and design strategy games. Quote: When I'm doing it on my time, I make the games that I want to make.
Cool. But then don't be surprised if you're the only one liking them -- |
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Korval
Member #1,538
September 2001
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Quote: You could even give one character non-combat skills Show me a videogame that pulls off non-combat skills in a way that doesn't, ultimately, resolve to dice rolling (and is therefore dull and meaningless). Quote: It doesn't mean two characters can't be very different even if they both eat resources. Give me an example of where this is true. Quote: If I'm forced to play a character in a certain way, that takes away the roleplaying. You already threw away your rights to any real roleplaying the moment you left the realm of table-top RPG's and picked up the keyboard/controller. There has never been a game that is as good as a live GM at creating an environment where you can effectively do any real roleplaying. Either the party characters could be anyone of any class/stat selection, and the game simply ignores these features in terms of plot points, or the party is of specific classes and the game uses these as part of the plot. These are the only selections that are avaliable to you. Quote: And again, if you have lots of skills to choose from, and if these skills are balanced, don't you think the player will choose to create a spellcaster to deal with the magic problems, a good melee fighter, a good ranged fighter and some avarage chars? No, they will not. Instead, they will find the loop-hole in your system that allows them to make the uber-character, and then use that. Of course, you can say, "I would make sure that there aren't any loopholes", but then you can never be sure that such loopholes don't exist. Best way to stop bugs from happening is to make it so that bugs can't happen. Quote: That's the choice of the player. Show me a single videogame that can incorporate whatever choices that the player makes, in terms of character development, into the plot. |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Show me a videogame that pulls off non-combat skills in a way that doesn't, ultimately, resolve to dice rolling (and is therefore dull and meaningless). Dunno why that would be dull and meaningless, but what about Chemists in FFT? Quote: Show me a single videogame that can incorporate whatever choices that the player makes, in terms of character development, into the plot. KOTOR? Never played it, but I kinda get that impression (playing light/dark) ... Quote: It doesn't mean two characters can't be very different even if they both eat resources. Give me an example of where this is true. Using resources in different ways? Ninjas have a limit to weapons they can throw (and how many, and to what effect), mages have magic points, some characters can spend a turn charging/focusing/etc., characters with access to them have items as resources (again, Chemists), or using a resource that builds up over time/damage taken, etc. -- |
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X-G
Member #856
December 2000
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Neverwinter Nights has SOME of what Korval's asking for - albeit not too much. -- |
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piccolo
Member #3,163
January 2003
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Quote: there is a big difference first of all their starting stats make them different crono can take more hits then marle 2nd their weapons make them different crono triger uses the time battle system Marle fill up her time bar more befor get hit by most monster because she stands far away from the monster then crono wow |
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23yrold3yrold
Member #1,134
March 2001
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Those aren't big differences, piccolo -- |
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piccolo
Member #3,163
January 2003
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that is big difference, if crono is dead or dieing; becaues of Marle distance from the monsters she has the abilty to get of ,life, cure or some kind of potion to keep your party up and fighting wow |
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23yrold3yrold
Member #1,134
March 2001
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What does distance have to do with anything? Lots of monsters have distance attacks, or can get anywhere on the screen on their turn. If Marle is dead or dying, Crono can cast Life or toss her a potion. Same thing. And even if Marle took less damage from being attacked less, Crono gets better health/armor. Evens out. -- |
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piccolo
Member #3,163
January 2003
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see you just further proved that theres difference between them replay the game go to the town up the top on the left there a robot fight him and that will prove it even further look at when they take thier places for battle they dont just stand any were each has thier set distance from the monster wow |
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23yrold3yrold
Member #1,134
March 2001
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This still isn't a big difference. It's not a difference in gameplay, and the effect on the battles is minor at best. The characters are still very similar, especially if you compare the differences between some characters in other games (like FFIV, or FF2e as Korval calls it "You won, you won, here's your prize, wasn't that fun ..." -- |
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piccolo
Member #3,163
January 2003
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i dont think thats was the result your first time playing the game that robot was suppose to be you first battle you obviously play it and then went to the forest first the 2nd time around edit: or you could have cheated and tab up your people but pettey much the choce affter the starting stats are up to the player wow |
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spellcaster
Member #1,493
September 2001
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Quote: Show me a videogame that pulls off non-combat skills in a way that doesn't, ultimately, resolve to dice rolling (and is therefore dull and meaningless). NWN? Quote: Give me an example of where this is true.
OK. Start NWN. Create a halfling rouge. Max DEX and INT. Quote: You already threw away your rights to any real roleplaying the moment you left the realm of table-top RPG's and picked up the keyboard/controller.
Nope. Quote: There has never been a game that is as good as a live GM at creating an environment where you can effectively do any real roleplaying. While this is true, does that mean I have to remove every Roleplaying element from an RPG. Don't think so. Quote: No, they will not. Instead, they will find the loop-hole in your system that allows them to make the uber-character, and then use that.
Um. yes. BTW, the problem of munchkins finding dominant strategies applies to all genres, systems. This has no connection to resources what so ever. spellcaster said: That {<i>selecting the character to play with{/i]} is the choice of the player
Korval said: Show me a single videogame that can incorporate whatever choices that the player makes, in terms of character development, into the plot
We are talking about character generation. Not plots here. But still, I'll take the bait. Choosing a different character should not drastically alter the plot - but it will change the way the game is played, the way the game is experienced by the player. And throw your Story idea overboard. If you want to tell a story, you should write a novel. But then you have games like KOTR, NWN, BG, Planescape:Tourment, etc. -- |
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Korval
Member #1,538
September 2001
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Quote: NWN? I'm pretty sure you are aware that NWN uses the D20 D&D system for determining the outcome of a conversation. As such, it is reduced to dice rolling and therefore boring and meaningless. Quote: OK. Start NWN. Create a halfling rouge. Max DEX and INT. And read the annoying garble-speak of low-intelligence characters? No thank you. But, in general, with a Halfling Rogue, I'd pick up a meat-shield (not surprisingly, a Half-Orc Barbarian) as a henchman. With a Half-Orc Barbarian, I need Rogue skills, so I'll pick up a Halfling Rogue. The end result: no change. Quote: Just because you're playing RPGs the same way you play RTS games, this doesn't mean other people do the same. It doesn't mean other people don't either. Quote: While this is true, does that mean I have to remove every Roleplaying element from an RPG. No, but it does mean you have a choice to make, and that this choice has consequences: either make a lot of gameplay that the player will likely never see (to support your multiple methods to solve problem X) as well as taking the change of creating a loop-hole in the combat system that makes Uber-characters, or not. Quote: BTW, the problem of munchkins finding dominant strategies applies to all genres, systems. Dominant strategies is one thing. Unless you don't do any significant testing, you can usually find out where the user can employ a strategy that is considered too powerful. We're talking about breaking the combat system entirely. Like my example with the Monk that can make 20+ attacks per round with a really good base-attack bonus; this is clearly game-damaging im most situations. Quote: In NWN your INT/WID and alignment will make a difference. Intelligence is used to cast spells as a Wizard. Wisdom gives Monks bonuses. Outside of these things, INT/WID don't matter. Here's why. Quote: Instead of simply getting the "chalice of Möööp" because you're a Paladin, you might have to fast talk somebody, or get the trust via a sidequest. Or you try to steal the chalice. Or you try to fasttalk somebody who can then convice the holders to give the chalice to you. Or you disguise yourself as a good paladin and use your bluff skill to get the chalice. You now have to make sure all the bases are covered. If a character who is not a Paladin comes by, who is unable to do the fast-talking, disguising, or bluffing, you have to make sure that he can still get the item. Which, in this case, means he has to now go off and complete some silly side-quest. This kinda kills the plot. You're not really progressing the game, because the purpose of the game isn't to get the chalice. Now, whatever it was that you were trying to accomplish is dependent on some sub-task. Also, it means you have to create a lot of potential gameplay that the user will never see. Quote: Choosing a different character should not drastically alter the plot Have you ever GM'ed before? You choose the plot based on the avaliable characters, not in spite of them (trust me; I've tried it the other way around. It doesn't work too well). The character's skills and class are part of what makes them who they are; this changes what that character will do. If you have a party of a Neutral Evil Rogue, a Chaotic Neutral Ranger, and a Chaotic Evil Fighter, as a GM, you're not going to try some "Save the Kingdom" plot. These charaters are just not interested in it, based simply on their choice of alignment and class. You're more likely to go with a "Kill this guy who stole our stuff" or something more personal. Quote: And throw your Story idea overboard. If you want to tell a story, you should write a novel. But then you have games like KOTR, NWN, BG, Planescape:Tourment, etc. Considering that I find the games on your last list to be failures at being enjoyable overall, I don't see the point you were trying to make. How is the Final Fantasy method of RPG's not viable? After all, FF games are, first and foremost, about telling a story. As for "If you want to tell a story, you should write a novel," a novel is a different medium for telling stories. It is not a definitive medium; it can never really provide enough details to be definitive. A videogame, like a movie or a TV show, can be much more definitive than a book. |
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spellcaster
Member #1,493
September 2001
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Quote: I'm pretty sure you are aware that NWN uses the D20 D&D system for determining the outcome of a conversation. As such, it is reduced to dice rolling and therefore boring and meaningless
Um... you have played NWN, right? You also realize that the combat uses dice rolling as well - which should make it as meaninglesss and boring I guess in your game, you won't have any random element, so the outcome of all actions is deterministic? Quote: And read the annoying garble-speak of low-intelligence characters? No thank you.
Anyway, create the Barb with normal INT then (8). Even if you play it as a high-int ranger and a high-int rogue it will be different. Quote: The end result: no change.
Um nope. First of all, you're thinking to fight specific. But even then the way you handle the combat are different. Quote: It doesn't mean other people don't either.
Glad you're not self-centered Point is: Most people wanting to play strategy games play strategy games Quote: No, but it does mean you have a choice to make, and that this choice has consequences: either make a lot of gameplay that the player will likely never see (to support your multiple methods to solve problem X) as well as taking the change of creating a loop-hole in the combat system that makes Uber-characters, or not.
Um no. You don't hardcode that. <quote> Outside of these things, INT/WID don't matter. Here's why.[/qutote] Quote: Dominant strategies is one thing. Unless you don't do any significant testing, you can usually find out where the user can employ a strategy that is considered too powerful. We're talking about breaking the combat system entirely.
A "dominat strategy" is any strategy that allows me to win always. So, playing a monk with 20+ attacks will be a dominant strategy to win the game. Quote: You now have to make sure all the bases are covered. If a character who is not a Paladin comes by, who is unable to do the fast-talking, disguising, or bluffing, you have to make sure that he can still get the item.
If he can't do either of that, he's is most likely a combat monster. So he should kick in the front door, kill everythjing on his path to get the chalice. Quote: Also, it means you have to create a lot of potential gameplay that the user will never see
Nope. Don't create "gameplay". If you want to do that, write a book. Hardcoding Plot elemeents is so 19990 Quote: Have you ever GM'ed before? Yep. If a running D&D campaign, have been shadowrun and Ars Magica and Gurps GM before. Quote: The character's skills and class are part of what makes them who they are; this changes what that character will do.
Yep. Correctly. Quote: After all, FF games are, first and foremost, about telling a story. Yep. And they contain always shrinking amounts of game. But that's not really the point. The idea is that you explain me why games which don't use the FF approach are destined to fail and why hardcoding everything is the only true way of doing things. And no, I don't think that "Because Korval likes it better, it must be the only right way" counts. Quote: Considering that I find the games on your last list to be failures at being enjoyable overall,
Maybe I should have placed Battle Isle on that list? -- |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Hardcoding Plot elemeents is so 19990 Damn ... FFI was ahead of its time But really, the games with "hardcoded" plots generally have the good plots. Could things as memorable as Aeris' death happen in those free-roaming games? I'm guessing they have their own appeal, since I've never had occasion to play one -- |
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Richard Phipps
Member #1,632
November 2001
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Much as I enjoy these spellcaster vs korval debates they get pretty predictable. Why don't both of you take a week out of your time and write a combat engine of your choice to illustrate your points and ideas. That would enable Korval to try to create something new and Spellcaster to show the way different characters affect the way the game plays. It would also let the rest of Allegro.cc judge the merits of each approach in a hands on system.
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spellcaster
Member #1,493
September 2001
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Hehe And a RPG that's reduced to combat is more or less either a strategy or an action game (depending on how the combat is resolved). -- |
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Richard Phipps
Member #1,632
November 2001
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Quote: depending on how the combat is resolved
Virtual Arm Wrestling? Seriously, I'd like to see what you can come up with in a week Korval (and you Spell How about it? |
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